I don't know if it is one of these mods or the ExtraBiomesXL mod.
You aren't saying what the issue is.....You don't know if it's one of them what? Follow the instructions on the OP and provide the proper error log so that you can receive help if the game is crashing.
After upgrading server and client from 1.4.2 to 1.4.5 and upgrading ExtraBiomesXL to latest version (3.5.0b) my world lost all ExtraBiomesXL entities and it's like normal vanilla biomes. I don't have walls in my house, samplings in chests. All red mountains changed to normal stone, all trees from redwood forests disappeared. All leaves in Autumn Foresst disappeared, there are only wooden trunks lefts (beside that it's quite funny view).
New biomes are generated only in new chunks, so I need to teleport to see them. It's possible to import my old world? I tried to copy old files few times with diffrent settings but it didn't help. I tried to run minecraft server only with ExtraBiomesXL mod - the same result.
Hey Mr. Fiber and Scott - I have a request. Dont know if its possible, or how much work it might be to achieve. I also may have missed something on how extrabiomes works and can be configured, so i may be talking out my ass here. If so point it out gently guys!
Is it possible to have an additional front end options when Minecraft is loaded, before you generate a world, that lets you choose which biomes you want to use for the next world generation? A kind of tick box for each biome, like in the config file. Thats saved to the game save, not the global config?
My reason for asking is that at the moment i'm using configs to turn biomes on/off - for example we want to test some desert stuff, then only desert biomes are turned on, etc. Which is great until you forget to remove the config before returning to a previous world, which screws the world and generates massive world tears across it.
At the least, shouldnt there be an extrabiomes config per save world? Not just one global config?
I think extrabiomes is great, but this aspect seems cumbersome and prone to errors. or, it could just be me not doing it right?
This feature has been on the books and in design for a long time. One of the large obstacles has to do with the way the client initializes everything before the player ever loads a game. this is a similar obstacle to the one I mentioned in our client/server blockID sync discussion.
I know you are talking about SSP here...but several mods initialize their data based on the state of the biome list before a game ever starts and there is no way to let them know to reinitialize their data when a game is loaded. Of course I could make a way in ExtrabiomesXL to let other mods know, but this introduces a dependency on ExtrabiomesXL into mods like Forestry and so it is not a great solution (and the solution only works if other mod authors accept it.) Additionally, you have the case of other mods that add biomes also have to buy into the solution. It really requires a change deeper, in Forge.
In the meantime, I feel your pain regarding changing the config. this is something I do a lot. To protect my worlds from my mistakes, I use MultiMC. MultiMC lets me set up different Minecraft profiles, consisting of different mods and config files (and even a different version of Minecraft if I choose). It has a ton of great features, and I use it to, among other things, set up a test profile so that I can mess with the configs all I want and not break a world I actually care about. It is opensource and cross-platform and I really can't think of any negatives to it.
@ScottKillen - but I didn't change anything. Just fresh install with the same mods order as before. Tell me, it's possible to restore old blockIDs automaticly?
Welcome to the disaster that is "Unknown blocks are replaced with air".
Not only do you need to keep the old config, with your own old block ID's, and then let the mod assign new block ID's, but once you've loaded your old world, and the blocks have been replaced with air, to get them back you will need to reload an older backup copy.
If you don't have an older backup, you are out of luck.
Yes, the fundamental problem is that early on, Notch coded the game to assume all your worlds -- and all worlds at all -- would have the same ID to block mapping, determined when the game loaded. The real solution is to have it be _level_ / dimension specific, not even world/server specific. As pointed out, that would require major changes.
The good news: This is being discussed in the minecraft API discussion JIRA, so we can "Helplessly Opine Potential Epitaths" for a change in the future.
Yea, that's the issue.
The good news: Your new world will be more likely to be compatible with other people in the future.
The bad news: You may need to make a new world. Depends on how much damage was done.
Am I correct in thinking you now have vast stretches of dirt and exposed stone?
I would like to make a small request to update desert regions. I have been playing with new gens for weeks now to see what I get and how well the starting environment works as a new world. What I found was a big bug (at least to me). How come desert regions have no palm tree spawns? The reason I ask is because in one of the most recent gens I must have got lucky because All I had around me was water and desert biomes. It is impossible to generate even a crafting table with no wood sources. Even the simplest tools for mineing or torches are impossible. I had to walk more than 15 mins before I found a winter biome with some trees in it to be able to do anything. I love having all the new biome types but please add some kind of tree even it it is found just around watering holes. Thanks